| Index: bench/StackBench.cpp
|
| diff --git a/bench/StackBench.cpp b/bench/StackBench.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..61af99fb1a22c964bd84c1e609bfbeb80e2f4b3d
|
| --- /dev/null
|
| +++ b/bench/StackBench.cpp
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| @@ -0,0 +1,179 @@
|
| +/*
|
| + * Copyright 2014 Google Inc.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +#include "SkBenchmark.h"
|
| +#include "SkRandom.h"
|
| +
|
| +#include "SkChunkAlloc.h"
|
| +#include "SkDeque.h"
|
| +#include "SkTArray.h"
|
| +#include "SkTDArray.h"
|
| +
|
| +// This file has several benchmarks using various data structures to do stack-like things:
|
| +// - push
|
| +// - push, immediately pop
|
| +// - push many, pop all of them
|
| +// - serial access
|
| +// - random access
|
| +// When a data structure doesn't suppport an operation efficiently, we leave that combination out.
|
| +// Where possible we hint to the data structure to allocate in 4K pages.
|
| +//
|
| +// These benchmarks may help you decide which data structure to use for a dynamically allocated
|
| +// ordered list of allocations that grows on one end.
|
| +//
|
| +// Current overall winner (01/2014): SkTDArray.
|
| +// It wins every benchmark on every machine I tried (Desktop, Nexus S, Laptop).
|
| +
|
| +template <typename Impl>
|
| +struct StackBench : public SkBenchmark {
|
| + virtual bool isSuitableFor(Backend b) SK_OVERRIDE { return b == kNonRendering_Backend; }
|
| + virtual const char* onGetName() SK_OVERRIDE { return Impl::kName; }
|
| + virtual void onDraw(const int loops, SkCanvas*) SK_OVERRIDE { Impl::bench(loops); }
|
| +};
|
| +
|
| +#define BENCH(name) \
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| + struct name { static const char* const kName; static void bench(int); }; \
|
| + const char* const name::kName = #name; \
|
| + DEF_BENCH(return new StackBench<name>();) \
|
| + void name::bench(int loops)
|
| +
|
| +static const int K = 2049;
|
| +
|
| +// Add K items, then iterate through them serially many times.
|
| +
|
| +BENCH(Deque_Serial) {
|
| + SkDeque s(sizeof(int), 1024);
|
| + for (int i = 0; i < K; i++) *(int*)s.push_back() = i;
|
| +
|
| + volatile int junk = 0;
|
| + for (int j = 0; j < loops; j++) {
|
| + SkDeque::Iter it(s, SkDeque::Iter::kFront_IterStart);
|
| + while(void* p = it.next()) {
|
| + junk += *(int*)p;
|
| + }
|
| + }
|
| +}
|
| +
|
| +BENCH(TArray_Serial) {
|
| + SkTArray<int, true> s;
|
| + for (int i = 0; i < K; i++) s.push_back(i);
|
| +
|
| + volatile int junk = 0;
|
| + for (int j = 0; j < loops; j++) {
|
| + for (int i = 0; i < s.count(); i++) junk += s[i];
|
| + }
|
| +}
|
| +
|
| +BENCH(TDArray_Serial) {
|
| + SkTDArray<int> s;
|
| + for (int i = 0; i < K; i++) s.push(i);
|
| +
|
| + volatile int junk = 0;
|
| + for (int j = 0; j < loops; j++) {
|
| + for (int i = 0; i < s.count(); i++) junk += s[i];
|
| + }
|
| +}
|
| +
|
| +// Add K items, then randomly access them many times.
|
| +
|
| +BENCH(TArray_RandomAccess) {
|
| + SkTArray<int, true> s;
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| + for (int i = 0; i < K; i++) s.push_back(i);
|
| +
|
| + SkRandom rand;
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| + volatile int junk = 0;
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| + for (int i = 0; i < K*loops; i++) {
|
| + junk += s[rand.nextULessThan(K)];
|
| + }
|
| +}
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| +
|
| +BENCH(TDArray_RandomAccess) {
|
| + SkTDArray<int> s;
|
| + for (int i = 0; i < K; i++) s.push(i);
|
| +
|
| + SkRandom rand;
|
| + volatile int junk = 0;
|
| + for (int i = 0; i < K*loops; i++) {
|
| + junk += s[rand.nextULessThan(K)];
|
| + }
|
| +}
|
| +
|
| +// Push many times.
|
| +
|
| +BENCH(ChunkAlloc_Push) {
|
| + SkChunkAlloc s(4096);
|
| + for (int i = 0; i < K*loops; i++) s.allocThrow(sizeof(int));
|
| +}
|
| +
|
| +BENCH(Deque_Push) {
|
| + SkDeque s(sizeof(int), 1024);
|
| + for (int i = 0; i < K*loops; i++) *(int*)s.push_back() = i;
|
| +}
|
| +
|
| +BENCH(TArray_Push) {
|
| + SkTArray<int, true> s;
|
| + for (int i = 0; i < K*loops; i++) s.push_back(i);
|
| +}
|
| +
|
| +BENCH(TDArray_Push) {
|
| + SkTDArray<int> s;
|
| + for (int i = 0; i < K*loops; i++) s.push(i);
|
| +}
|
| +
|
| +// Push then immediately pop many times.
|
| +
|
| +BENCH(ChunkAlloc_PushPop) {
|
| + SkChunkAlloc s(4096);
|
| + for (int i = 0; i < K*loops; i++) {
|
| + void* p = s.allocThrow(sizeof(int));
|
| + s.unalloc(p);
|
| + }
|
| +}
|
| +
|
| +BENCH(Deque_PushPop) {
|
| + SkDeque s(sizeof(int), 1024);
|
| + for (int i = 0; i < K*loops; i++) {
|
| + *(int*)s.push_back() = i;
|
| + s.pop_back();
|
| + }
|
| +}
|
| +
|
| +BENCH(TArray_PushPop) {
|
| + SkTArray<int, true> s;
|
| + for (int i = 0; i < K*loops; i++) {
|
| + s.push_back(i);
|
| + s.pop_back();
|
| + }
|
| +}
|
| +
|
| +BENCH(TDArray_PushPop) {
|
| + SkTDArray<int> s;
|
| + for (int i = 0; i < K*loops; i++) {
|
| + s.push(i);
|
| + s.pop();
|
| + }
|
| +}
|
| +
|
| +// Push many items, then pop them all.
|
| +
|
| +BENCH(Deque_PushAllPopAll) {
|
| + SkDeque s(sizeof(int), 1024);
|
| + for (int i = 0; i < K*loops; i++) *(int*)s.push_back() = i;
|
| + for (int i = 0; i < K*loops; i++) s.pop_back();
|
| +}
|
| +
|
| +BENCH(TArray_PushAllPopAll) {
|
| + SkTArray<int, true> s;
|
| + for (int i = 0; i < K*loops; i++) s.push_back(i);
|
| + for (int i = 0; i < K*loops; i++) s.pop_back();
|
| +}
|
| +
|
| +BENCH(TDArray_PushAllPopAll) {
|
| + SkTDArray<int> s;
|
| + for (int i = 0; i < K*loops; i++) s.push(i);
|
| + for (int i = 0; i < K*loops; i++) s.pop();
|
| +}
|
|
|